[net.games.frp] frping in a post-nuclear world

billp@ISM780.UUCP (07/17/85)

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Ok, folks.  I guess by now I've gotten a reputation for being an
anti-D&D so-and-so with nothing reasonable to contribute, but I'd
like none-the-less to redeem myself with those who are truly
interested in good fantasy role-playing fun.

Reiher's comments in net.movies did not dissuade me from seeing MAX
MAD III the other night in Westwood and the movie made me wonder
about the stories that could be roly-played in similar "universes".
For those of you who are unfamiliar with the MAD MAX serials, the
stories take place in a post-nuclear-holocost Australia where people
and civilization have been somewhat reduced by the lingering effects
of fall-out and the scarcity of "modern" resources such as fuel for
your dune buggy (if your fortunate enough to have one) or ammo for
your pistol.  As a result, the living conditions can often make the
Middle Ages look pleasant.

To me, it looks like the perfect setting for some rip-roaring
FRPing.  Now for the questions:

    a) Considering that such a game would be played with a
    hodgepodge of technology, what combat rules would you use?

    b) I always use C&S as my first cut for defining my fantasy
    worlds, but here it hardly seems appropriate except for the
    parts that slide back to feudalism.  What sources do you folks
    recommend?

    c) How many of you think you would find such a setting
    challenging enough to be played without magic? If not, please
    consider why and tell us.

    d) Finally, since there's been a lot of speculative
    fantasy/science fiction written about this sort of universe and
    the problems inherent therein, what other literary sources might
    be considered for defining the basic MO of this world?

I know that many of you are sufficiently well read and experienced
FRPers that you're ideas will benefit the frp genre if posted here,
but for those who just wish to give basic answers (i.e., a=RQ,
b=traveller,c=yes,d=_Frostword and Dreamfire_ by Morresy(?)) please
send them to me and I shall summarize the answers to the net.

G'day,
Bill Putnam                     UUCP:   ucbvax!ucla-cs!ism780!billp
				USPS:   INTERACTIVE Systems Corp.
					2401 Colorado Ave, 3rd floor
					Santa Monica, CA 90404


(`:     If I wanted you opinion I'd have beat it out of you!     :')

sas@leadsv.UUCP (Scott Stewart) (07/19/85)

In article <28700008@ISM780.UUCP>, billp@ISM780.UUCP writes:
> Reiher's comments in net.movies did not dissuade me from seeing MAX
> MAD III the other night in Westwood and the movie made me wonder
> about the stories that could be roly-played in similar "universes".
> For those of you who are unfamiliar with the MAD MAX serials, the
> stories take place in a post-nuclear-holocost Australia where people
> and civilization have been somewhat reduced by the lingering effects
> of fall-out and the scarcity of "modern" resources such as fuel for
> your dune buggy (if your fortunate enough to have one) or ammo for
> your pistol.  As a result, the living conditions can often make the
> Middle Ages look pleasant.
> 
> To me, it looks like the perfect setting for some rip-roaring
> FRPing.  Now for the questions:
> 

I seem to screw up using mail so I'll respond here. For some 
post-halocaust role playing try the following games. (The first
game I own, the other three I've seen at stores and looked at their
descriptions.


	1) Gamma World - produced by TSR. This game takes place sometime
		after the 25th century. The world was devasted by nucleur
	 	and chemical war brought on by Terrorism and Social
		Upheaval. Most communities are primitive and know nothing 
		of how to use the technology of their ancestors, what 
		little still works. Powerful mutants run rampant. 
		The game is basically fantasy sf. There are
		major advances in robots, computers, transportation,
		and weoponery from today, which your characters must
	 	contend with and figure out. Mutations, both physical
		and mental, range from defensive to highly aggressive.
		(I've heard TSR has discontinued this product, but
		Gary Gygax was going to take it over on his own.) 

	2) Aftermath - produce by Fantasy Games (I believe). This
		game takes place after a nucleur war in the not to
		distant future. This game is supposed to be more 
		hard-core sf. Some mutants run around, but they are
		based more on the possible effects of radiation.
		(This is by the same people who brought us Space
		Opera, a game of far to complexity to play for my
		taste)>

	3) The Morrow Project - A Dr. Morrow knew of the upcoming
		nucleur war. He gather together groups of specialist
		and put them into cryogenic sleep, to be awakened 
		the bombs dropped. Their job, restore society.
		Another hard-core sf game that takes place about
		the turn of the century.

	4) Twilight 2000 - produced by Games Designers Workshop. 
		Society has collapsed from a long war. Players
		are members of a army unit which fought in the
		war in Europe. Fuel is practically non-existant
		and the world governments have no power. Intel-
		ligence agencies are still working, such as the
		CIA and KGB, but are independant. This game 
		doesn't seem to have any real sf in it, but is
		more of speculative future. (From the people
		who bought you Traveller.)
		

Hope these give you some ideas.


					Scott A. Stewart
					LMSC

jeffh@brl-tgr.ARPA (the Shadow) (07/26/85)

> For those of you who are unfamiliar with the MAD MAX serials, the
> stories take place in a post-nuclear-holocost Australia where people
> and civilization have been somewhat reduced by the lingering effects
> of fall-out and the scarcity of "modern" resources such as fuel for
> your dune buggy (if your fortunate enough to have one) or ammo for
> your pistol.  As a result, the living conditions can often make the
> Middle Ages look pleasant.
> 
> To me, it looks like the perfect setting for some rip-roaring
> FRPing.
Me too.

>     a) Considering that such a game would be played with a
>     hodgepodge of technology, what combat rules would you use?

>     b) What [gaming/background] sources do you folks recommend?
I'll answer these two together:

	Aftermath (FGU):  This is one of the few attempts at making
	a good post-holocaust RP.  It suffers from the same problem
	as most of FGU's other stuff -- rules overload.  However, the
	game does provide the flexibility and wide technological range
	needed for such a campaign.  It also has two modules available
	for (you guessed it) Australia.  The first of these is quite
	interesting with a wealth of detail, some interesting people,
	but not a lot of plot (i.e. things to do).  I would only try
	this game with an experienced gaming group, but we could have
	a lot of fun with it.

	HERO system:  "What?" you ask, "isn't that Champions?"  Well,
	yes it is, but if you use weapons and skills from Justice, Inc.
	and medieval weapons from their new fantasy game (don't own it
	yet -- my game store doesn't have it), you could put together
	most everything you needed for this campaign.  This would be
	my first choice for most gaming situations.  The most diffcult
	thing would be to create the world, but with all you experienced
	gamers out there, that isn't a problem, right?

	ICE system:  One could also piece together a good world using
	Rolemaster and Space Master, although that might be a little
	harder, since those games have little emphasis on modern-day
	equipment (e.g. dune buggies).

	GAMMA WORLD:  I only play this when I don't want a serious cam-
	paign, but it can be fun for comic relief.

>     c) How many of you think you would find such a setting
>     challenging enough to be played without magic?

I find that gaming *without* magic is usually more challenging.  After
all, when you're dead, that's it.  No Clerics to resurrect you or gods
to reincarnate you.  Magic in the hands of a novice is probably the
fastest way way ever invented to unbalance a game.

>     d) ...  what other literary sources might
>     be considered for defining the basic MO of this world?

Well, only two of these follow *nuclear* devastation, but they are all
end-of-civilization-as-we-know-it stories.

	ALAS, BABYLON		by Pat Frank
	BANDER SNATCH		by Kevin O'Donnell Jr
	LUCIFER'S HAMMER	by Niven & Pournelle
	Operation: ARES		by Gene Wolfe
	PRELUDE TO CHAOS	by Edward Llewellyn
	the SURVIVALIST series	by Jerry Ahearn
					(who? me? read serial garbage?
						Nooooo, Never!!)
	WORLDS APART		by Joe Haldeman

> (`:     If I wanted you opinion I'd have beat it out of you!     :')
ooh, ow, argh!  [smack, bang, thump]  <-- simulated background noises

		"They were killing you ... with SHOES!?!"
		"Have *you* ever been hit by a flying Saddle Oxford?"

				the Shadow
				ARPA:	<jeffh@brl>
				UUCP:	{seismo,decvax}!brl!jeffh

alex@warwick.UUCP (Frank N Furter) (08/04/85)

     One of the most enjoyable rolegaming campaigns I have played in,
was a post-holocaust setting.  Though the campaign has now sadly
deceased, some of its features might be of interest.

     The basic setting was drawn from post-holocaust Moorcock (Ice
Schooner et al), with a basically Renaissance level of technology. 
Quite naturally, there were quite a number of hangovers from
the 'previous age' - flame throwers, balloons etc.

     Magic was present; it being what replaced technology after the
bang.  Society was basically Renaissance Europe in structure
(so was the geography!).

     The point about such a set-up was that weather, social organisation
and so forth are easily related to by the players.  A game set in a non
European climate - equitorial say - is very difficult for European (or
American) players to understand.

     The 'system' was very much freeform, but did require a large amount
of GM panache to make it work.  Very Moorcock and Peake in feel.  The
game was more 'fun' than 'serious' - though no worse or better for that.

     All the other responses to Bil Putnam's original posting were on
the line of "these systems and backgrounds exist".  What this was, was
"I ((the GM, not myself)) have got the imagination to make my own
background and system, so let's do it !"

			Hope this has been of (at least some) interest.


						--Alex


P.S.   Can I heartily recommend balloons to add spice to your campaign.
       They can really be an incerdibly fun thing, even if you do have
       to pre-empt the date of their invention a bit.
-- 
      Life is an illusion, being awake doubly so.

			... mcvax!ukc!warwick!asz